Jack Scott created a fighting game for his research project. He drew inspiration from Mortal Kombat and Dragon Ball Z. His research helped shape the design of the game, but he realized he wanted to include more than he could implement. For planning, Jack listed elements he wanted without a detailed plan, allowing freedom but risking getting stuck. He managed his time well to complete the game and powerpoints on time. The animation and audio quality varied, and character detail was lacking compared to the detailed background. Colors and health bars were used to draw attention. The target audience was teenagers who would enjoy the power moves and violence in the health bar destruction.
Leading the Way in Nephrology: Dr. David Greene's Work with Stem Cells for Ki...Dr. David Greene Arizona
As we watch Dr. Greene's continued efforts and research in Arizona, it's clear that stem cell therapy holds a promising key to unlocking new doors in the treatment of kidney disease. With each study and trial, we step closer to a world where kidney disease is no longer a life sentence but a treatable condition, thanks to pioneers like Dr. David Greene.
CHAPTER 1 SEMESTER V PREVENTIVE-PEDIATRICS.pdfSachin Sharma
This content provides an overview of preventive pediatrics. It defines preventive pediatrics as preventing disease and promoting children's physical, mental, and social well-being to achieve positive health. It discusses antenatal, postnatal, and social preventive pediatrics. It also covers various child health programs like immunization, breastfeeding, ICDS, and the roles of organizations like WHO, UNICEF, and nurses in preventive pediatrics.
CRISPR-Cas9, a revolutionary gene-editing tool, holds immense potential to reshape medicine, agriculture, and our understanding of life. But like any powerful tool, it comes with ethical considerations.
Unveiling CRISPR: This naturally occurring bacterial defense system (crRNA & Cas9 protein) fights viruses. Scientists repurposed it for precise gene editing (correction, deletion, insertion) by targeting specific DNA sequences.
The Promise: CRISPR offers exciting possibilities:
Gene Therapy: Correcting genetic diseases like cystic fibrosis.
Agriculture: Engineering crops resistant to pests and harsh environments.
Research: Studying gene function to unlock new knowledge.
The Peril: Ethical concerns demand attention:
Off-target Effects: Unintended DNA edits can have unforeseen consequences.
Eugenics: Misusing CRISPR for designer babies raises social and ethical questions.
Equity: High costs could limit access to this potentially life-saving technology.
The Path Forward: Responsible development is crucial:
International Collaboration: Clear guidelines are needed for research and human trials.
Public Education: Open discussions ensure informed decisions about CRISPR.
Prioritize Safety and Ethics: Safety and ethical principles must be paramount.
CRISPR offers a powerful tool for a better future, but responsible development and addressing ethical concerns are essential. By prioritizing safety, fostering open dialogue, and ensuring equitable access, we can harness CRISPR's power for the benefit of all. (2998 characters)
Medical Technology Tackles New Health Care Demand - Research Report - March 2...pchutichetpong
M Capital Group (“MCG”) predicts that with, against, despite, and even without the global pandemic, the medical technology (MedTech) industry shows signs of continuous healthy growth, driven by smaller, faster, and cheaper devices, growing demand for home-based applications, technological innovation, strategic acquisitions, investments, and SPAC listings. MCG predicts that this should reflects itself in annual growth of over 6%, well beyond 2028.
According to Chris Mouchabhani, Managing Partner at M Capital Group, “Despite all economic scenarios that one may consider, beyond overall economic shocks, medical technology should remain one of the most promising and robust sectors over the short to medium term and well beyond 2028.”
There is a movement towards home-based care for the elderly, next generation scanning and MRI devices, wearable technology, artificial intelligence incorporation, and online connectivity. Experts also see a focus on predictive, preventive, personalized, participatory, and precision medicine, with rising levels of integration of home care and technological innovation.
The average cost of treatment has been rising across the board, creating additional financial burdens to governments, healthcare providers and insurance companies. According to MCG, cost-per-inpatient-stay in the United States alone rose on average annually by over 13% between 2014 to 2021, leading MedTech to focus research efforts on optimized medical equipment at lower price points, whilst emphasizing portability and ease of use. Namely, 46% of the 1,008 medical technology companies in the 2021 MedTech Innovator (“MTI”) database are focusing on prevention, wellness, detection, or diagnosis, signaling a clear push for preventive care to also tackle costs.
In addition, there has also been a lasting impact on consumer and medical demand for home care, supported by the pandemic. Lockdowns, closure of care facilities, and healthcare systems subjected to capacity pressure, accelerated demand away from traditional inpatient care. Now, outpatient care solutions are driving industry production, with nearly 70% of recent diagnostics start-up companies producing products in areas such as ambulatory clinics, at-home care, and self-administered diagnostics.
Global launch of the Healthy Ageing and Prevention Index 2nd wave – alongside...ILC- UK
The Healthy Ageing and Prevention Index is an online tool created by ILC that ranks countries on six metrics including, life span, health span, work span, income, environmental performance, and happiness. The Index helps us understand how well countries have adapted to longevity and inform decision makers on what must be done to maximise the economic benefits that comes with living well for longer.
Alongside the 77th World Health Assembly in Geneva on 28 May 2024, we launched the second version of our Index, allowing us to track progress and give new insights into what needs to be done to keep populations healthier for longer.
The speakers included:
Professor Orazio Schillaci, Minister of Health, Italy
Dr Hans Groth, Chairman of the Board, World Demographic & Ageing Forum
Professor Ilona Kickbusch, Founder and Chair, Global Health Centre, Geneva Graduate Institute and co-chair, World Health Summit Council
Dr Natasha Azzopardi Muscat, Director, Country Health Policies and Systems Division, World Health Organisation EURO
Dr Marta Lomazzi, Executive Manager, World Federation of Public Health Associations
Dr Shyam Bishen, Head, Centre for Health and Healthcare and Member of the Executive Committee, World Economic Forum
Dr Karin Tegmark Wisell, Director General, Public Health Agency of Sweden
2. Research
The effects of my research were that it shaped the design of my game. Mortal
Kombat was a big part of what I was researching and there detailed
backgrounds made me want to make one as well. So with my fighting game I
went with a detailed background and less detailed characters. Also my
research effected how the fighting was played out so I went with a DragonBall
type fighting sequence because it is my favourite show so I wanted to make it
into my game. The strengths of my research was that I could easily see what I
was wanting to do and I can get easily inspired by what I was looking at.
Which helped with the outcome of the game as I knew what I wanted to have
in it. So less time was wasted trying to figure out what I was doing. The
weakness of the research was that I was wanting to put in more than I could
which when it came to actually making it, I realised most of the stuff I wanted
to put in was going to take to long or it was to big to fit into the screen as I
went for a big size for the characters.
3. Planning
I didn’t really plan for my game, I just listed some of the things I wanted to
include into the game so I had more freedom into what everything looks like
and how it all came out. So with the background I wanted something detailed
so I look at scenery and made my own mountain landscape and sunset. Which
then turned out into one big mountain and a bright colour scheme for the sky
instead. The reason I wanted to not plan as much was so that I can have as
much freedom as possible with the game. The weaknesses would be the lack
of planning because if I was stuck and didn’t know what to do I couldn’t
follow a backup plan which could help me. I could improve this by having a
simple plan with just a outline so that I can have a little bit for guidance but
still have my own ideas and have freedom with the game.
4. Time Management
I think that I managed my time well as I completed all the power points and
my game within the time limit. My game would of improved a lot if I had extra
time as I could make things look better and make the fight better. If I had
extra time, I would definitely change my game so it has more room for bigger
effects and a longer fight sequence. I would also make more aspects in the
game such as a interactive background so if someone misses a power shot it
effects the background (destroys a hole in a building or makes a mountain
break).
5. Technical Qualities
The animation could have been better but I made it work with what I had,
such as slowing it down in premiere to make it so that the viewer can have a
better time watching the fight without effecting the flow of the animation.
The complexity of the animation isn’t very hard but works well with the fight
scene as I made different models for each component of the fight such as the
power up, fighting stances and defense. There isn’t many similarities to my
game and other games other than the type of fighting with energy and power
ups but other pixel fighting games such as old Mortal Kombat have more
detailed characters still and they are much smaller than my video game which
the characters are quite big in a small area which was a down side to my
game. The background has the most detail of my video game as the mountain
has depth and shadows to it to make it stand out from the fight. It also
contrasts with the sky as the dark colours work with the lighter colours to
make them both stand out from eachother.
6. Aural Qualities
The quality of my audio I used varies through the game, as the beginning to
the middle is fine and sounds good but when the first character does the
power up, the sound of the person talking doesn’t sound as good as it
could. That would of just been because of the age of the clip used or
maybe just how it was recorded. My fighting audio was not complicated
but works well as I merged one of the audios so that it sounds more like
the other hits because otherwise it would just cut off straight away and
sound very low quality. Also the music works well as they merge to make it
flow well from the cross over. So when it goes from the choosing screen to
the loading screen the music changes but it does it well so you don’t realise
it’s a different song. The use of dialogue is minimal but that is fine as
fighting games typically don’t need dialogue as the fights are short and
don’t need any for it to be a good fight scene. The amount of sound effects
put into my game is fine and is in time with all the fighting and movements
from the characters.
7. Aesthetic Qualities
I was creative with the background for my game and I think that it has turned
out well as the mountain looks good with the faded sky. I would improve my
characters detail and depth so that they fitted into the game more instead of
them being just big characters with no detail. This is because it ruins the look of
the game as the background is very detailed so having non detailed characters
ruins the look of the game. I like the characters bright colours so that they stick
out from the already bright background so you can see them clearly. The use of
colours for my background was so that the mountain and sky contrast with each
other so that the background can have more to it than just a bland picture. The
health bars were made into a bright green so they can be seen by everyone so if
you were to play this game you can easily tell what your health is without
having to pay to much attention to it. The strengths would be my background,
loading screen and choosing screen whereas my weaknesses would be my
characters lack of detail.
8. Audience Appeal
My target audience was around the higher age of teenagers which wouldn’t be
the target audience anymore. I would say around 13-16 would be my target
audience now. This is because my game wasn’t as harsh or brutal as I thought it
would be. So having a younger audience would make more sense as there isn't
enough violence for it to be any higher. The parts my audience would like are the
power up moves which blast an energy ball to knockout your opponent. Also the
health bar being destroyed with blood coming out would interest my audience as
they would want a little bit of violence in a fighting game.
Editor's Notes
What were the strengths of your research? How did your research help your product? Discuss product research and experiments.
What were the weaknesses of your research? What could you have done better/improve? What effect would this have had on your product?
What were the strengths of your planning? How did your planning help your product?
What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
Did you manage your time well? Did you complete your project on time or would your products have improved with additional time?
What would you have done if you had more time to produce your work?
Discuss the strengths and weaknesses of the technical aspects of your work; level of detail in the pixel art, smoothness of the animation, complexity of animated elements.
Compare your work to similar existing products (pixel art games/similar genre games) and discuss the similarities and differences
Consider putting your final piece(s) in the centre of a page alongside an existing product- Use text boxes and arrows
Discuss the strengths and weaknesses of the audio elements of your work; amount of different music, music complexity, amount of sound effects, quality of sound effects, use of dialogue.
Compare your work to similar existing products (pixel art games/similar genre games) and discuss the similarities and differences in the use of audio
What other audio elements could you have added? What would have made it better?
Does your work look good? Was it creative? What aspects of your game’s visuals do you like? What would you improve? How would you improve it?
Consider use of colour, if you can tell what your art is meant to represent, backgrounds, characters, pick-ups, enemies etc
Discuss the strengths and weaknesses
Put your final piece(s) in the centre of a page and analyse them
Use text boxes and arrows
How have you appealed to your target audience? What specific bits of content would appeal to your target audience.
Put your final piece(s) in the centre of a page and analyse them
Use text boxes and arrows
Consider using you https://yougov.co.uk/profileslite#/ to develop your audience description